Ninjering 102 is not
about how to probe mission runners, how to d-scan or how to fit a
hilaricane. That would be 101. 102 is about some of the finer tricks
of the trade. This one's about the UI and how to set it up for ninja
work.
Make
it easy
In
September I wrote a post on setting up the Overview. The objective
there was simple: to make life easier on yourself by sorting
information in a sensible manner. It is a good idea to do the same
for your user interface (UI). The UI is basically all the stuff on
your screen – the various windows and displays that provide you
with information and allow you to interact with your ship and your
environment.
Before
you read on, I invite you to check out this excellent article by PVP
virtuoso Azual Skoll. His thinking
on screen layouts is sensible and you'll see that I've shamelessly
copied many of his ideas. That's why he put them on his blog, after
all! Of course, for ninja work there are a few things you'll probably
want to do differently. I'll outline my own UI setup according to a
pretty picture.
My UI setup |
Yes,
that's the same screenshot I used in the Overview article. It works
because it has pretty much everything active. Let's go over it by the
numbers.
- Local Chat. Local is an invaluable intel tool. It allows me to quickly check if my target has any corpmates in system by setting his corp to an alternative standing. This will cause any pilots in that corp to light up in a different color. I have also set known “white knights” and ninja hunters to a separate standing so I know if I need to look over my shoulder for them. I've set the list to names only and the font to fairly small. I don't talk in local but I do like to see the ubiquitous tears in there.
- Other chats. Should be fairly self-explanatory.
- People & Places and Scanner. I'm quite happy with these two being tabbed in the same window. Obviously I interact with the scanner a lot, both when probing down mission runners and for D-scanning while in or near a mission. I also use People & Places a lot for setting standings and making spot safes. But I never need to use them simultaneously.
- Cargo and Drones. For looting purposes, I have activated the option to open every new container in a new window. By doing so I can keep my ship's cargo window small but easily accessible. When I'm in a ship with drones, I also have the Drones window tabbed here. This keeps the interaction close to the ship's HUD where my cursor spends most of its time.
- The ship's HUD. With passive modules not displayed, and shield/armor/hull percentages shown. These options can be accessed by right-clicking the little four-bar icon to the bottom right. Come Retribution, you'll also find your safety setting here, which should be at “Partial.”
- Locked targets. They're a bit of a pain to move around – you need to have something locked and then fidget about until you find a little crosshair to the bottom-left. You can drag this to move your locked items around. I put them above the HUD modules with enough clearance for EWAR effect icons (points, webs, neuts etc.) to show up.
- Selected Item. This window goes just above the locked targets. This keeps the targets, mods (from the HUD) and various commands from the Selected Item window very close together for quick mouse cursor transit.
- Overview. The Overview needs a fair bit of space because, especially when looting and salvaging, there can be quite a bit of stuff on there. I've elected to not take it entirely to the top of the screen though. In combat, the Overview will be notably less filled up and I don't want hostile ships or drones to be all bunched up in the top-right of the screen while my main action items are at the bottom.
- Fleet window and Watchlist. This is a screen I don't interact with very much, but when I do it's mostly because a fellow ninja needs remote repairs. I therefore keep this window open at all times. The last thing a ninja wants is for his RR to be late because the pilot was looking for the fleet window...
Up
to you
And
there you have it. As with the Overview, personal preference will
factor in to how you set up your UI just as much as occupational
needs. How your UI works best for you is ultimately up to you. But I
would encourage you to take some time to really sit down and think
about how you can make the UI as user friendly as you can. Don't just
grit your teeth if some ergonomic nightmare is costing you precious
seconds in combat – fix it!
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